RulesPal
Chat
Rulebook
Mage Wars Academy: Druid Expansion thumbnail

Mage Wars Academy: Druid Expansion

Expansion for Mage Wars Academy

Mage Wars Academy: Druid Expansion Rulebook

Table of Contents

Table of Contents

  • The Druid
    • Attributes
    • Training
    • Herbalist
  • New Spell Type
    • Conjurations
  • Codex
    • Corrode
    • Flying
    • Priority
    • Rot
    • Rooted
    • Swarm
  • Recommended Spell List

The Druid

The Druid has long upheld the ancient traditions of his people. These hallowed practices have granted him mastery over plants and potions. The Druid defends the forests of his homeland from all who trespass.

Attributes

The Druid has 7 Channeling, 23 Life, and 2 Starting Mana. His Subclass is Johktari.

Training

Through rituals and tradition the Druid has been trained in the Nature school, as well as level 1 of the Water school. Because of these ancient traditions, spells from the Fire and War schools cost triple spellpoints, even if Novice.

Herbalist

The Druid has intimate knowledge of plant life. This allows him to create more potent potions than other Mages. Once per round, when you cast a potion, you may pay 1 mana to place 1 additional charge token on it.

New Spell Type

Conjurations

Conjurations are structures that Mages can create. They can be attacked just like Creatures, but they do not get their own Action Phase. Unless noted, Conjurations are Nonliving. You may not cast another Conjuration of the same name as one you currently control.

Codex

Corrode

Corrode is an acid condition which wears away armor. For each Corrode condition marker on a creature or conjuration, it receives Armor -1. Objects can never have Corrode markers on them which would reduce their armor to below zero (any extra markers are immediately destroyed). If an object would receive Corrode condition markers that would reduce its armor to less than zero, instead it receives only enough Corrode markers to reduce its armor to zero, and takes one point of direct acid damage for each excess marker. Corrode has no effect on Incorporeal objects. The marker has a removal cost of 2.

Flying

This creature cannot be attacked by melee attacks from non-flying creatures. When it melee attacks a non-flying creature, it loses and cannot gain flying for the duration of the attack. Flying creatures ignore guards when attacking other flying creatures. If this creature guards, it loses and cannot gain flying while it has a guard marker.

Priority

A Mage has Priority immediately before or after any friendly creature activation when it is their turn. This is any time a Mage could use their Quickcast Action. Any number of available Priority effects (as well as a Quickcast Action) may occur during the same turn.

Rot

This is a poison condition. This object receives 1 direct damage during the Upkeep Phase each round. Rot has a removal cost of 2.

Rooted

Rooted creatures lose and cannot gain the Flying trait.

Swarm

This creature is made up of countless smaller creatures. Creatures with the Swarm trait cannot guard and cannot be targeted or affected by non-attack spells that do not specifically target Swarm Creatures. When attacking, Creatures with the Swarm trait may make additional strikes equal to their remaining health. Additionally, they are immune to conditions, and have the Finite Life trait. Non-zone attacks do a maximum of 1 damage to them.

Recommended Spell List

NameQuantity
Blow Gun1
Living Armor1
Cleansing Potion1
Corrosive Concoction2
Rage Tonic2
Alluring Orchid2
Healing Tree1
Mana Lotus1
Meredia's Shrine1
Corpsebloom1
Jungle Defender1
Killer Bees1
Lashing Liana2
Silverclaw Ratel1
Swamp Lurker1
Wychwood Rat2
Overgrowth2
Reclamation1
Crumble1
Disperse1
Acid Blast2
Spray of Barbs2